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Everything posted by MSD
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German Space Alliance - A Community Mod Project
MSD replied to Kartoffelkuchen's topic in KSP1 Mod Development
Wait... are there different camps with different mods ? I'm not missing out am I ? Danke leute! -
I'm not getting an option to export from Unity .. what Am I missing ? ( I think its weird the pack is not complete; So I did replaced the .20 files with .23 files, as previous post. ) Unity: 4.5.4f1 Edit: Oeps, I should have tried more. Add Components > KSP > Part Tools, at least thats where I am now
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It wasn't meant to pitch the game, I made it for fun
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http://forum.kerbalspaceprogram.com/threads/81794-0-24-2-Alpha-3-3-1-Dang-It!-A-random-failures-mod-(23-august)
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I've made a short introduction movie, check first page.
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So right now I'm not sure why people have problems, the one dll needs to be in gamedata... Thats it, and click some kerbals. If you downloaded the first day, you might notice that after switching back to spacecenter and back to flight, the menu's where goin. That bug is fixed now.
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Well, that was an embarrassing mistake in the code, I didn't understand you at first, Teto; but if you went to the space center, and back; the module failed to reload. The download url has an updated version, but the url didn't change. Yes.
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Right now there is no persistence... so you need to re-enable them als followers. You want that after you quit the game and reload it, they continue in there old pattern right ? (thats what I'm working towards. )
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No. The focus for now is on kerbal movement and behaviour. Following a vehicles should be possible thought.. except not for long I guess I would like to support jetpacks and ladders, in the next update you can order kerbals around; but right now the kerbals are not space-aware at all, so ZOMBIE kerbals are still out there!
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No. Would be cool at some point. Is that still happening ? If so, mod list ?
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No; No persistence yet, it is planned, same goes for the followers. The fuel truck is from the KSO package. You only need the last part, Phase 4.
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It is a patrol he is walking. I am going to work on ways for kerbals to "re-route" there targets, if they arent able to climb or if the target is to high ( he will continue running into the wall ). If thats work, I can see giving them a explore option so they can wander off on there own.
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Are you willing to release the sedan and lorry model? So people can extend on the awesome service verhicles you made, I have some ideas
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What is EVA Follower This mod allows you to order kerbals around, make them follow you, or make them patrol the area. Disclaimer; The trailer is full of cliche editing; Only the last part shows a little of the mod. Originally based on the source of Fel. Features Order kerbals around to follow you. Make kerbals patrol around the area! Patrol walking or running. Control multiple kerbals at a time. Take off helmets on kerbin. Persistence Frequently Asked Questions Will this work in career mode ? - Yes. Will they follow you with their jetpacks (where possible) - No, I would like to be able to do that. (Planned) Will they climb ladders ? - No, They will release ladders when there asked to do so. Will they continue their patrol routes after re-loading the game? - Yes, however revert flight is still not figured out, so if the game saves between that, the kerbals are going to listen to commands from an alternative dimension. - Movies Download Dropbox: Release v1.035 ( 20.1kB ) Curse: Release v1.035 ( 20.1kB ) Github: Release v1.035 ( 20.1kB ) Old: Release v1.033 ( 18.30kB ) Release v1.032 ( 20kB ) Release v1.031 ( 19kB ) Release v1.03 ( 17kB ) Release v1.02 ( 17kB ) Release v1.01 ( 8kB ) Source Code: Github Changes v1.033 Compatability to release 1.1 v1.032 Compatability was patched by Fel. Increased running speed and selection box can be dragged from any direction. v1.031 keybinding in config. v1.03 Recompiled against 0.25 v1.02 Percistence, Select and move multiple kerbals, v1.01 Bug Fix. When going back to space center, the monobehaviour got destroyed. v1.0 Initial version. How to install Extract the content to your KSP root. Known issues Not seen an "Flight Revert" event in the game API; it will NOT recover the kerbals follow/patrol/order rules post-flight; The send command requires a middle mouse button! So if you don't have that, your out of luck. Next patch I make sure it is bindable in the configuration file. Your able to select kerbals in space, and you shoudn't LICENSE This work is shared under CC BY-NC-SA 3.0 license. Components and included code & content may come under their own license. Please check their documentation or their sites.
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In the loading progress, the code already uses the config files; so I used this instead: * check for model.mu * if that fails, read config, * grap the first one modelPath = cfg[i].config.GetNode("MODEL").GetValue("model"); newModel = GameDatabase.Instance.GetModel(modelPath); And my B9 plane shows up, with artifacts however... mmmm
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I can see that now, I tried using it on a mod that used multiple models in one folder, so this code: newModel = GameDatabase.Instance.GetModelIn(cfg[i].parent.parent.url); Failed, I changed it to: modelPath = cfg[i].parent.parent.url + "/" + modfiedPartName; newModel = GameDatabase.Instance.GetModel(modelPath); And that failed also, (not for all parts) because it assumes the partname is the same for the model. So the problem was more with that mod, than it was with this mod.
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I am searching for this as well... I have an awesome collection of space/planes, thanks to helldriver a nice set of stock like service cars/tractor/fueler, and an awesome helicopter, with LLL's KFC++ you even get a train! Lets explore the water... And the bottom of the abysse. I wonder what collection parts would indentify as boat parts.
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Am I correct in thinking that you want to be able to select what mods is used in what save? In that case I agree, should be stock. There was a mod manager out here that did something like that, but that one just moved folders around
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A hostile creature mod for a random alien planet?
MSD replied to Sid Brandt's topic in KSP1 Mods Discussions
Kenderman Mod? -
Unity 5 [Is now available]
MSD replied to NoMrBond's topic in KSP1 Suggestions & Development Discussion
I really would like to see some profiler output, a lot of people talk about cards, 64 bit and multithreading but in such away that show nobody knows and dont think of the effort involved in fixing it. By not knowing the major bottleneck the community will be devided, instead of taking some things ( higher ram because of format, loading everything at ones, and other alpha developing topics ) for granted, and hopefully ( well I've been here long enough... ) understand the huge work needed for changing from an old unity to the next. Most people thinking 64 bit will increase performance with a lot, will be disapointed, but will be happy with a lot more mods